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Caves of Qud News

Feature Friday - April 14, 2023

204.67
  • Quests to recover historic relics now include the name of the historic site in the quest text, in addition to the name of the level the relic is on. This does not necessarily mean the location of the historic site is revealed when you get the quest, though.
  • Leeches are no longer implied to produce chitin.
  • Spitting slugs now spit salty acid that evaporates over time.
  • Tweaked the artifact identification messaging.
  • Using an unidentified tonic now indicates that you have identified it with a message.
  • Large lists of pickable items with similar names now have a consistent sorting order, rather than items sometimes moving around in the list as you navigate it.
  • Colorless generic brooding puffs no longer appear in fungal sites.
  • Tree cherubim now equip their cherubic bark in the right place.
  • Non-player creatures who use Teleportation are now subject to its accuracy limitations.
  • Companions with force bubbles active no longer attempt to pathfind right up next to you, pushing you around.
  • There is a new companion interaction available, direct to change follow distance, that lets you direct companions to follow close by, at medium range, or far away.
  • Inanimate objects that are brought to life can no longer be brought to life a second time.
  • You can no longer activate the Flume-Flier of the Sky-Bear when wielding it is a weapon.
  • Gave the sizzling effect on liquid containers a more informative description.
  • Fixed a regression that allowed you to get infinite chrome keys from Otho.
  • Fixed a bug that caused physical transformations to incorrectly increase the base rank of other mutations.
  • Fixed a bug with generated village history text involving worshipped sultans.
  • Fixed a bug that prevented unlocking the Mutagenic Mastery achievement.
  • Fixed a bug that caused the Cloaca Surprise to give you an extra tail.
  • Fixed a bug that caused you to be unable to leave the current screen when possessing a creature with a party leader.
  • Fixed a bug that caused corpses and other objects to become targets after killing a primary target with akimbo pistols.
  • Fixed some grammar errors in damage messages.
  • Fixed a pluralization error when learning crafting recipes via the water ritual.

Feature Friday - April 7, 2023

204.66

  • Great magma crabs now leave behind basalt when they die.
  • Creatures will no longer prioritize equipping the gaslight chisel over better weapons.
  • The stated neutron flux requirement for the [redacted] quest now matches what Klanq requires.
  • Fire ant queens, segmented mirthworms, and worms of the earth can no longer spawn creatures on the world map.
  • Walls with pipes installed in them now get their ignition temperature raised to 1200 degrees if it was below 1200 degrees, preventing random villages with lava-based hydraulics in their wooden walls from instantly bursting into flame.
  • The Barathrum clock with Q Girl pendulum no longer sometimes break adjacent power systems when picked up. This will not affect clocks already loaded in existing save games.
  • Applied a probable fix for magnetic bottles issuing a warning while traveling on the world map, then exploding before the player has a chance to address the situation.
  • In most cases, any mods that could be applied to a piece of armor prior to magnetization can now also be applied to it afterward.
  • Tweaked item population tables.
  • Made some further improvements to electrical arc messaging.
  • Fixed a bug that caused bows to not automatically reload after firing.
  • Fixed a bug that caused bows to bring up a menu for type of ammo to reload with any time you had more than one type of arrow instead of automatically reloading with the same type of arrow if available.
  • Fixed a bug that caused the bilge sphincter to replace your stinger.
  • Fixed a bug that caused electrical arcs emanating from equipment to be described as coming from "somewhere".
  • Fixed a bug that made electrical arcs with no place to go cause errors.
  • Fixed a bug that caused some corners of the river Yonth to generate as blank zones.
  • Fixed a crash that occurred when multiple creatures occupying the same cell attempted to swap positions.
  • Fixed a typo in ixlthyxl's description.
  • Fixed a bug that made it possible to contract blurry vision and monochrome at the same time under exotic circumstances, potentially resulting in incurable monochrome.
  • [modding] Bonded companions with proper names now have display names of the form "Gatt Alhonyawr, hired guard" rather than "Gatt Alhonyawr and hired guard".
  • Added a "soundlog" wish to show the last 20 requests processed by the sound engine

Feature Friday - March 31, 2023

204.63

  • We made some changes to how electrical conductivity works (ie, what determines which objects electrical arcs leap to).
    • Liquid pools now have their conductivity correctly calculated based on their component mixtures. Electrical arcs now correctly leap across conductive pools of liquid.
    • Made some tweaks to creature conductivity calculations.
    • A creature who wears footwear that's less conductive than they are now gets some additional anti-conductivity protection.
    • Arcs no longer leap to flying creatures unless they are the initial target of a discharge.
    • Arcs can now travel diagonally.
    • Improved the messaging around arc leaping, especially for when a creature avoids an arc due to anti-conductive footwear.
  • Added some alternate tiles for bookshelves with items in them.
  • Dynamic quest rewards are now identified.
  • Data disks offered as dynamic quest rewards now display the item blueprint they teach.
  • You now need to have the appropriate Tinker skill level to build an item, rather than have that skill level only when learning the blueprint.
  • Village tinkers can no longer recharge broken or rusted energy cells.
  • Legendary pilgrims no longer abandon their lairs.
  • Conservators shoot their lightlocks again.
  • Fixed a bug that caused Sunder Mind to be cancelled as if your concentration slipped when you had high quickness and your target died prematurely.
  • Fixed a bug that caused traipsing mortars to fail to equip their natural melee weapons.
  • Fixed a bug that caused villagers in villages with pets to talk about nothing except those pets.
  • Fixed a bug that caused stingers to repeatedly re-equip themselves when mutations changed.
  • Fixed a crash that occurred when a creature fell in love with itself after stepping in dilute warm static.
  • Fixed a bug that caused creatures not to receive random cybernetics.
  • [modding] Common rendering colors are now accessible in C# via The.Color API. For example, The.Color.Red returns the Color value of 'R' previously accessed from the ColorUtility.ColorMap dictionary.

No patch this week, Feature Friday resumes next week

Hello all,
We're skipping this week's patch due to some more travel. We'll be back on schedule the Friday after (3/31).

Until then,
Live and drink.

Feature Friday - March 17, 2023

204.62

  • The Barathrumites now offer the choice between a masterwork carbine and a masterwork chain pistol upon completing a certain quest.
  • Companions who can technologically generate force bubbles now respect being told not to.
  • Dawning apes are now more convincingly considered robots.
  • Added spitting slugs back to regional populations.
  • Cages now have a new tile and can be entered.
  • Faundren villagers are now docile by default.
  • Made some improvements to liquid freezing.
    • It now takes a larger, more sensible volume of liquid to freeze into large rock walls, for those liquids that freeze into rock.
    • Freezing containers of convalessence no longer obliterates them.
    • Creatures in the same tile as a liquid that freezes into a solid wall now become stuck.
    • Creatures that become stuck from a pool of liquid freezing under them are now immediately freed if the pool melts or is destroyed.
  • Being stuck is now included in creatures' display name, like sitting or lying down.
  • The stuck effect now displays more information about what you're stuck in.
  • When you talk to Sparafucile during A Call to Arms, you no longer reference equipped items you don't actually have equipped.
  • Turbow and linear cannon now have appropriate tinker categories for the purpose of SchemaSoft implants.
  • Added a heavy weapons category to SchemaSoft.
  • Changed the tile and color for fossilized remains.
  • Short display names for liquid pools no longer display the number of drams in the pool.
  • Achievements based on equipping things now only trigger if the item is equipped properly.
  • Food no longer typically has 'equip' as its default action.
  • When navigating to a point of interest that's a creature, you now more reliably go to that creature's new location if they move.
  • Fixed a bug that allowed item duplication when twinning and trining lampreys made new lampreys.
  • Fixed a bug that caused the Non-Locally Sourced achievement to be uncompleteable.
  • Fixed a typo in the message displayed when something falls on a creature.
  • Fixed some grammar errors in tomb inscriptions.
  • [modding] Conversations now support negated versions of the IfHasBlueprint and IfWearingBlueprint predicates, IfNotHasBlueprint and IfNotWearingBlueprint.